List of usage examples for com.badlogic.gdx.graphics GL20 GL_DEPTH_TEST
int GL_DEPTH_TEST
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From source file:com.lyeeedar.Roguelike3D.Graphics.Screens.AbstractScreen.java
License:Open Source License
@Override public void render(float delta) { update(delta);//from w w w. ja va 2s . c om stage.act(delta); Gdx.graphics.getGL20().glClearColor(0.0f, 0.0f, 0.0f, 0.0f); Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.graphics.getGL20().glEnable(GL20.GL_CULL_FACE); Gdx.graphics.getGL20().glCullFace(GL20.GL_BACK); Gdx.graphics.getGL20().glEnable(GL20.GL_DEPTH_TEST); Gdx.graphics.getGL20().glDepthMask(true); drawModels(delta); Gdx.graphics.getGL20().glDisable(GL20.GL_CULL_FACE); drawTransparent(delta); Gdx.graphics.getGL20().glDisable(GL20.GL_DEPTH_TEST); drawOrthogonals(delta); fps.log(); }
From source file:com.perfectplay.org.SkyBox.java
License:Open Source License
public void render(PerspectiveCamera camera) { invView.set(camera.view);//w w w .jav a 2 s . c o m // Remove translation invView.val[Matrix4.M03] = 0; invView.val[Matrix4.M13] = 0; invView.val[Matrix4.M23] = 0; invView.inv().tra(); mvp.set(camera.projection); mvp.mul(invView); Gdx.gl.glEnable(GL20.GL_CULL_FACE); Gdx.gl.glCullFace(GL20.GL_FRONT); Gdx.gl.glFrontFace(GL20.GL_CCW); Gdx.gl20.glDisable(GL20.GL_BLEND); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDepthMask(false); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture); program.begin(); program.setUniformMatrix("u_mvpMatrix", mvp); program.setUniformi("s_cubemap", 0); cube.render(program, GL20.GL_TRIANGLE_STRIP); program.end(); Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl.glDepthMask(true); }
From source file:org.ah.gcode.preview.GCodePreview.java
License:Open Source License
@Override public void render() { if (loadingAssets && assetManager.update()) { finishedLoading();/*from ww w . j av a2s . c o m*/ } if (loadingAssets) { } else { if (parsingGCode) { parseGCode(); } else if (preparingMeshes) { prepareMesh(); } else { } } camera.update(); Vector3 lightDirection = new Vector3(camera.direction).nor(); directionalLight.set(lightColor, lightDirection); // Magic rendering initialisation Gdx.gl.glDisable(GL20.GL_CULL_FACE); Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); // Gdx.gl.glEnable(GL20.GL_BLEND); // Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT | (Gdx.graphics.getBufferFormat().coverageSampling ? GL20.GL_COVERAGE_BUFFER_BIT_NV : 0)); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); if (instances.size() > 0) { modelBatch.begin(camera); for (ModelInstance instance : instances) { modelBatch.render(instance, environment); } // gCodeModel.render(modelBatch, environment); modelBatch.end(); } if (controller != null) { controller.render(camera, environment); } spriteBatch.begin(); spriteBatch.setProjectionMatrix(spriteFontCamera.combined); spriteBatch.enableBlending(); window.render(spriteBatch); spriteBatch.end(); }
From source file:postprocessing.PostProcessor.java
License:Apache License
/** Stops capturing the scene and apply the effect chain, if there is one. If the specified output framebuffer is NULL, then the * rendering will be performed to screen. */ public void render(FrameBuffer dest) { captureEnd();//from w ww.j a v a 2s .com if (!hasCaptured) { return; } // Array<PostProcessorEffect> items = manager.items; Array<PostProcessorEffect> items = enabledEffects; int count = items.size; if (count > 0) { Gdx.gl.glDisable(GL20.GL_CULL_FACE); Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); // render effects chain, [0,n-1] if (count > 1) { for (int i = 0; i < count - 1; i++) { PostProcessorEffect e = items.get(i); composite.capture(); { e.render(composite.getSourceBuffer(), composite.getResultBuffer()); } } // complete composite.end(); } if (listener != null && dest == null) { listener.beforeRenderToScreen(); } // render with null dest (to screen) items.get(count - 1).render(composite.getResultBuffer(), dest); // ensure default texture unit #0 is active Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0); } else { Gdx.app.log("PostProcessor", "No post-processor effects enabled, aborting render"); } }
From source file:ta.firegreen.creation.creator.java
License:Apache License
@Override public void create() { batch = new SpriteBatch(); rendu = new ImmediateModeRenderer20(false, true, 0); renduTexture = new ImmediateModeRenderer20(false, true, 1); configF = new ConfigurationFrame(this); cam = new PerspectiveCamera(95, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glEnable(GL20.GL_BLEND);// w ww . j a v a 2 s .c o m Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); shape = new ShapeRenderer(); cam.near = 1; cam.far = 100; cam.direction.set(0, 1, 0); cam.position.set(posX, posY, posZ); cam.lookAt(cibleX, cibleY, cibleZ); cam.update(); configF.setVisible(true); trianglesSelected = new MeshTA(); }
From source file:tilo.Tilo.java
License:Open Source License
public void create() { int width = 800; int height = 600; Tilo.width = width;/* w w w.j a v a 2s . c o m*/ Tilo.height = height; script = new lua(); // LOAD PLUGINS g.plugin_load(); script.put("graphics", g); script.put("timer", t); script.put("window", w); script.put("math", m); script.put("input", i); script.put("audio", a); if (getPlatform().equalsIgnoreCase("desktop")) { width = 800; height = 600; Tilo.width = width; Tilo.height = height; boolean fullscreen = false; Gdx.graphics.setDisplayMode(width, height, fullscreen); } assets = new AssetManager(); Gdx.input.setInputProcessor(this); // LOAD SCRIPT FileHandle main = file("main.lua"); if (main.exists()) { script.eval(main.readString()); } else { error(TAG, E_RESOURCE + main.name()); quit(); } // Enable non power of two textures. FileTextureData.copyToPOT = true; // Set OpenGL features Gdx.gl.glDisable(GL20.GL_CULL_FACE); Gdx.gl.glDisable(GL20.GL_DITHER); Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST); script.invoke("tilo", "load", assets); ready = true; }